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NEGATIVE EFFECTS OF MOBILE GAMES IN THE ACADEMIC PERFORMANCE

OF JUNIOR HIGH SCHOOL STUDENTS AT ST. AUGUSTINE INSTITUTE OF


PAMPANGA

A RESEARCH PROPOSAL IN PARTIAL FULFILLMENT OF PRACTICAL


RESEARCH 2

SUBMITTED TO THE FACULTY OF ST. AUGUSTINE INSTITUTE OF PAMPANGA

BY:

PATRICIO, RYAN

BATU, DARYL

TONGOL, RAVEN

BELESARIO, JOHN CHRIS

SUNGA, JOSE IGNACIO

REYES, JOHN PAUL

PUNSALAN, TOBY

LOPEZ, FERNAND

BRIONES, PRINCE

DAGDAG, GERALDINE

GOMEZ, KEEM

SANTOS, AMIEL

SAMSON, JOHN DRED

AUGUST 22, 2019

Teacher:

Ms. Elizabeth Maniulit


NEGATIVE EFFECTS OF MOBILE GAMES IN THE ACADEMIC PERFORMANCE OF 1
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ABSTRACT

This descriptive study focused on how mobile games affected the academic performance of
Junior High School Students conducted at the St. Augustine Institute of Pampanga. Simple
Random Sampling Technique was used to select the respondents of the study, a total of forty
(40) Junior High School Students are the respondents of the said study. A questionnaire was used
as an instrument to gathered necessary data for this study. Frequency and percentage were used
to analyze and interpret the data gathered. Result shows that majority of Junior High School
Students are fond of playing MOBA genre games. Among boys, gaming is part of the male
socio-cultural communication context. Most of them identified themselves as casual gamers. The
researcher found that only few factors affects the relationship between mobile games to the
academic performance of Students.
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ACKNOWLEDGEMENT

First and foremost we thank our Almighty God for giving us strength, wisdom and perseverance

to face the challenges in making this research study possible.

We are deeply grateful to Ms. Elizabeth Maniulit for guidance and encouragements in making

this research a success. We always appreciate your constructive comments and your personal

support to our academic endeavours.

To our wonderful parents, sisters and brothers, also to our relatives and loved ones, thank you for

your unconditional love, your encouragement and support.

We would like to extend a heartfelt thank you. Thank you for all the blessings and prayers.

- The Researchers
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DEDICATION

We dedicate this research to our family, friends, and mentors. We are truly grateful to your

support. Your guidance, understanding, and encouragement have been a true inspiration to us.
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Chapter I
THE PROBLEM AND ITS BACKGROUND

Introduction

In this research, the researchers conducted a study on the Negative Effects of Mobile
Games in the Academic Performance of Junior High school Students in St Augustine Institute of
Pampanga while determining the factors which influences the Junior High School Students to play
mobile games. The main idea would be to give information on how mobile games can impact the
study of a Junior High School Student and find ways to change this habit to improve the
performance of the student.

Gaming applications have become one of the main entertainment features on smartphones,
and this could be potentially problematic in terms of dangerous, prohibited, and dependent use
among a minority of individuals Lopez-Fernandez, O. (2018)

Mobile Game is a game played on a smartphone or tablet. The earliest known game on
mobile phone was Hagenuk MT device from 1999. Nowadays with the emergence of many types
of smartphones many Game applications are developed for it and some existing applications are
migrated to it, perhaps one of the easiest reasons why Mobile Games are so popular is because
they are easily accessible Saldana, G. (2016)

Interacting with Mobile devices (e.g., smartphones and tablets) has now become strongly
embedded in contemporary societies across the world as many different types of activity can now
be engaged in (e.g., gaming, gambling, and social networking).

Over the past two decades, the use of Mobile technologies has evolved to comprise a set
of behaviors that have become ubiquitous in people’s daily lives, especially for youth. Hoffner,
Lee, & Park, (2016); Okazaki, Skapa, & Grande, (2008). Smartphone gaming has been one form
of popular Mobile entertainment engaged in on a variety of devices, accounting for more than 42%
(i.e., 32% for smartphones and 10% for tablets) of the global games market (i.e., 47% Asia-pacific,
25% North America, 24% Europe, Middle-East and Africa, and 4% Latin-America; Newzoo,
G.(2017). Given rapid developments in Mobile technology, smartphone
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Gaming requires an in-depth exploration to ascertain factors that may contribute to


problematic use.

Mobile games are video games played online via a Mobile device, and are particularly
popular when downloaded for free (e.g., “freemium game” – games played for free and where
customers can pay for extra features), and can be single-player or multiplayer games. Su, Chiang,
Lee, & Chang, (2016). Moreover, the social elements of most mobile games are major features in
current digital gaming because social networking sites (SNSs) are successfully integrated and used
across many Gaming platforms. Some studies have focused on gaming through smartphones,
especially in Asia Lee, (2017); Su et al., (2016).

Despite the many benefits of Mobile phones to users, it has been reported primarily by
South Korean and Chinese researchers Bae, G. (2017) ; Lee, Chang, Lin, & Cheng, (2014); Lee,
Lee, & Lee, (2016); Liu, Lin, Pan, & Lin, (2016) that there can be a negative side of smartphone
usage, arguing that compulsive use of smartphones can arise from a person’s individual

Characteristics and the device’s structural characteristics. First, related to users, specific
psychological traits (e.g., social anxiety and lower self-control), higher stress and techno stress
(i.e., distress associated with problematic smartphone use), high frustration and impatience
without a smartphone (e.g., irritation and fear of group exclusion) have shown to be associated
with potential problematic smartphone use Lee et al., (2014). Structural characteristics, e.g., near-
misses (i.e., where gamers just miss leveling up) in the smartphone game Candy Crush have been
shown to be more arousing than losses (i.e., where gamers do not come close to leveling up), and
are the most frustrating of all outcomes, triggering the highest urge to continue playing. Larche,
Musielak, & Dixon, (2017). Furthermore, smartphone content (i.e., SNS, gaming, or other
information and entertainment-related apps) and patterns of use (i.e., frequency of smartphone use
on weekdays and weekend days) have also been related to problematic smartphone use. Bae,
2017; Jeong et al., (2016); Lee et al.(2016); Liu et al., (2016). Therefore, both internal and external
factors appear to be associated with problematic smartphone use.

Mobile games are mostly played to relieve stress and boredom with wide range of games.
It has become a constant source of entertainment and as technology advances, so do the range and
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the scope of the apps and games available appealing to more and more people, However due to its
being easily accessible to anyone, kids and teenagers especially Students are exposed early on
violence, smoking, drugs and sexuality which are present on some Mobile Games, a person may
adopt a detached view of the society and develop aggressive thoughts and tendencies that will
affect the student not only in his studies but also on his/her behavior

on school and on the community, also, addiction to Mobile Games consume lots of time
that affects the relationship between a person and his family that will lead him/her to be isolated
most of the time that might make the student keep his/her problems to himself/herself, that might
trigger negative thoughts on the Students.

Statement of the Problem

In this study, the researchers aimed to know the Negative Effects of Mobile Games to the
Academic Performance of the Junior High School Students in St. Augustine Institute of Pampanga,
this study sought to specifically answer the following questions.

1) How much time does the respondents’ allot in playing mobile games?

2) What type of games do the Junior High School play the most?

3) How does Mobile Gaming affect Students’ behavior in school and home?

4) Do the respondents think that mobile gaming is a distraction on their studies?

Objective of the Study

The objective of this study is to identify and evaluate the factors which have a negative
influence in the behavior and daily lives of Junior High School Students and to further enhance
the knowledge of parents and teacher to guide them on this matter.
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Significance of the Study

This study would be valuable and significant to the Students, mobile game users, readers,
parents, and future researchers.

Students. This study is primarily important to the Students, for it will give them information about
the Negative Effects of Mobile Gaming in their Academic Performance.

Parents. This will help the parents to have enough knowledge about the negative effects of mobile
gaming among their children.

Teachers. This will help teachers to have better understanding about the negative effects of mobile
gaming among their Students.

Future Researchers. This may serve as a basis for the works of future researchers.
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Independent Variable Dependent Variable
Demographic profiles of the
respondents in terms of:
NEGATIVE EFFECTS OF
1.1 Mobile games commonly played
MOBILE GAMING
1.2 Length of period of playing online
TOWARDS THE ACADEMIC
games
PERFORMANCE OF JUNIOR
1.3 Do the respondents ever lose their
HIGH SCHOOL STUDENTS
temper while playing a Mobile
AT ST. AUGUSTINE
Game?
INSTITUTE OF PAMPANGA

Mobile games affect the academic


performance of the Students in relation
with:

1.1 Do the respondents do their


homework and chores done before
playing Mobile Games?
1.2 Do the respondents think that
Mobile Games affect their academic
studies?

Figure 1. Conceptual Paradigm

Conceptual Framework

A Paradigm was prepared to show the variables and processes that were used in the study.
The paradigm shows the materials used in the study. As a result, the researchers discovered the
Negative Effects of Mobile Gaming in the Academic Performance of Junior High School Students
at St Augustine Institute of Pampanga.

Scope and Limitations

This study was mainly concerned and limited only to the Junior High School Students at
St. Augustine Institute of Pampanga that were playing mobile games. The data collection were
conducted to the 25% of the total population Junior High School of St. Augustine Institute of
Pampanga.
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Definition of Terms

Academic Performance. Is measured by taking written and oral tests, performing presentations,
turning in homework and participating in class activities and discussions. Teachers evaluate in the
form of letter or number grades and side notes, to describe how well a student has done.

Advantage. A benefit or gain.

Mobile Game. Refers to a video game played on a mobile, rather than on a video game console
or computer.

Disadvantage. Something that makes a situation worse or that makes somebody or something less
effective or desirable.

Gamers. A person who plays a game, especially a mobile game or computer game.

Impact. The powerful or dramatic effect that something or somebody has.

MOBA (Multiplayer Online Battle Arena). Also known as action real-time strategy (ARTS), is
a subgenre of strategy video games that originated as a subgenre of real-time strategy, in which a
player controls a single character in a team who compete versus another team of players.

Action (Game Genre). An action game is a video game genre that emphasizes physical
challenges, including hand–eye coordination and reaction-time. The genre includes a large variety
of sub-genres, such as fighting games, beat 'em ups, shooter games and platform games.
Multiplayer online battle arena and some real-time strategy games are also considered action
games.

RPG (Role Playing Games). A role-playing game is a game in which players assume the roles of
characters in a fictional setting. Players take responsibility for acting out these roles within a
narrative, either through literal acting, or through a process of structured decision-making
regarding character development. Actions taken within many games succeed or fail according to
a formal system of rules and guidelines.

Strategy (Game Genre). A strategy game or strategic game is a game (e.g. video or board game)
in which the players' uncoerced, and often autonomous decision-making skills have a high
significance in determining the outcome.
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Chapter II
REVIEW ON RELATED LITERRATURE

A study by Roberts, Yaya, and Manolis (2014) surveyed a convenience sample of 164
North American undergraduates to investigate which Mobile phone activities (e.g., playing games
and social networking) were associated with Mobile phone addiction, but did not find that playing
Mobile games was a predictor. Another study highlighted that high engagement across a wide
range of video game genres (e.g., casual, shooter, and sport games), referred to as “gaming
versatility” (e.g., the number of different video game genres engaged in), is one of the risk factors
for Gaming addiction. Donati, Chiesi, Ammannato, & Primi, (2015). Game genres, such as the
popular massively multiplayer online role-playing games (MMORPGs), are potentially considered
more addictive than other gaming genres. Dauriat et al., (2011); Kuss, Louws, & Wiers, (2012).

Many cases among Students are addiction. And this addiction may lead to worse problems.
The Students might steal money. They may become lazy when it comes to studying and prefer
playing the whole day long. Some may even skip school in order to have more playing time. Sujat
Ali, H (2005) Addicted gamers spend so much time playing that their personal relationships get
neglected and sometimes disappear altogether. Among addicted gamers who are married, up to
50% report a strain in their marriage as a result of their addiction. Addicted gamers also neglect
the responsibilities of everyday life such as school and work. UNC-OASIS (2009).

Review on Related Literature Local/Foreign

Currently, PMPU has been theoretically defined as a heterogenic potential behavioral


disorder associated with a number of different problems, such as dangerous use (i.e., use in risky
situations, such as driving), prohibited use (i.e., using smartphones in venues where they are
banned, such as in public places like libraries or theaters), and dependent use (i.e., having an
excessive need for using smartphones, such as constantly checking notificatio1ns). The latter can
include addiction-like symptoms. Billieux, (2012), Billieux, Maurage, Lopez-Fernandez, Kuss, &
Griffiths, (2015); Kanjo, Kuss, & Ang, (2017), which can include core components of
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addiction, including cognitive salience, loss of control, mood modification, tolerance, withdrawal,
conflict, and relapse. Griffiths, (1995), (2005) as well as associated psychological and/or
behavioral consequences e.g., compulsion, negative consequences, and functional
impairment; Lee et al., (2016); Liu et al., (2016). PMPU is a multifaceted condition requiring
further research into users’ smartphone activities, including Mobile Games, as these may
contribute to experiencing problems and addiction-like symptoms. Griffiths & Szabo, (2014),
highlighting another gap in knowledge that this study aims to address. It has also been
demonstrated excessive smartphone gaming can lead to detrimental health effects for a small
minority of users, including depression, anxiety, stress, worse mood, specific personality disorders,
and low self-control. Cheever, Rosen, Carrier, & Chavez, (2014); Jeong et al., (2016); Thomée,
Härenstam, & Hagberg, (2011), as well as dependence-like symptoms. Billieux, Van der Linden,
& Rochat, (2008); Cheng & Leung, (2016); Km, Park, & Lee, (2011); Kwon et al., (2013).

From a psychological perspective, depression and anxiety are associated with gaming
addiction. Ferguson, Coulson, & Barnett, (2011); Gentile et al., (2011) Anxiety can be triggered

Gradually in heavy users when their smartphones are unavailable (i.e., a symptom of
substance withdrawal) Cheever et al., (2014). However, a recent study observed while depression
and anxiety initially positively correlated with addictive technology use proneness, depression
(positively) and anxiety (negatively) predicted addictive video game playing. Andreassen et al.,
(2016). Regarding stress, problematic online gaming can be conceptualized as a response to pre-
existing life stress in the framework of the stress-coping theory. Snodgrass et al., (2014) From a
psycho-sociocultural perspective, few studies have assessed smartphone gaming factors and those
that have were conducted in Asia. These include a study in India assessing internal factors.
Banerjee & Das, (2015), two in South Korea assessing external factors Jang & Ryu, (2016); Jin,
Chee, & Kim, (2015), and one in China assessing external factors Liu & Li, (2011). The Indian
study found several motivations for using mobile games, including convenience, fun, escapism,
easy use, visual appeal, and perceived influence of being a positive tool (e.g., being able to stay
alone to enjoy gaming or socializing). One of the South Korean studies. Jin et al., (2015), focusing
on a sociocultural analysis discussing how the emergence of smartphone use had shaped the
development of mobile games, indicated the factors that contributed to increases in
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Smartphone gaming (e.g., a community-based social environment based on technology use). Jang
and Ryu (2016) took a developmental approach examining the relationship between parenting and
adolescents’ problematic mobile game use, and suggested over-expectation regarding their
children’s potential positively related to problematic mobile game use. Finally, Liu and Li (2011)
reported context was the strongest predictor in mobile game adoption (e.g., affecting perceived
usefulness and enjoyment).
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Chapter III
METHODOLOGY

Research Design

A research design is a basic plan that guides the data collection and analysis phases of the
research project. It provides the framework that specifies the type of information to be collected,
its sources and collection procedure. Kinnear & Taylor, (1996); Churchill & Lacobucci (2005)
define research design: “it is the blueprint that is followed to complete the study” and it “ensures
that the study is relevant to the problem and will use economical procedure”. While conducting
the present study, care has been taken to incorporate these concepts in the research deign.

The researchers chose a descriptive (survey) research design because it best served to
answer the questions and the purposes of the study. The survey research is one in which a group
of people or items is studied by collecting and analyzing the data from only a few people or items
considered to be representative of the entire group. In other words, only a part of the population is
studied, and findings from this are expected to be generalized to the entire population. Nworgu
(1991). McBurney (1994). Also supported and defines the survey assessing public opinion or
individual characteristics by the use of questionnaire and sampling methods.

Population of the Study

The target population for this research defined to include the 160 Junior High School
Students at St. Augustine Institute of Pampanga

In this study Junior High School Students who has an experienced on playing mobile
games are selected randomly to answer the questionnaires prepared by the researchers.

Sample of the Population

For some studies population may be small enough to warrant the inclusion of all of them
in the study. But a study may entail a large population which cannot all be studied. That portion
of the population is called a sample of the population. Nworgu (1991).
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A sample in this study is, therefore, a smaller group of elements drawn through a definite
procedure.

The sample of the population of this study stood at 40 respondents out of 160 Junior High
School Students of St. Augustine Institute of Pampanga, which represents 25% of total population
of Junior High School at St. Augustine Institute of Pampanga

Data Gathering

Primary data were collected through questionnaires that were distributed to Junior High
School Students who are from and randomly picked that is adapted from other online research
studies making it simple and easily capture the respondent’s actual belief for the this study.

Secondary data used and collected through study of online articles and published research
of the same study.

Sampling Technique

A simple random sampling procedure was used for selecting the participants in this study.
This technique was employed to ensure a fairly equal representation of the variables for the study.
To ensure the integrity of the outcome of the study.

According to Adam Hayes (2019) a simple random sample is a subset of a statistical


population in which each member of the subset has an equal probability of being chosen. A simple
random sample is meant to be an unbiased representation of a group.

Research Instrument

The data were collected through questionnaires to their profile and mobile gaming habits
and determine its Negative Effects on their Academic Performance that were given to the Junior
High School Students at St. Augustine Institute of Pampanga.

Ethical Consideration

The researchers made sure that no information from the respondents were leaked by any
means the data were kept confidential and were valued. The researchers quoted all the
contributors, and their statements.
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Statistical Treatment

To interpret the date effectively, the researchers employed the following statistical treatment.

Population of Junior High School


Percentage = x100
Total No.Of respondents per grade

The responses were tallied to draw an analysis and interpretation

Percentage. It is the number or rate that is expressed as a certain number of parts of something
divided into 100 parts.
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Chapter IV

PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA

This chapter overseen the presentation, analysis and interpretation of data gathered by the
researchers: number of respondents, survey percentage table and percentage of responses per items
presented by the researchers.

Number of Respondents

100
Junior High School Respondents
90
Respondents Total No. of Students
80

70

60

50

40

30

20

10

0
Grade 7 Grade 8 Grade 9 Grade 10
Respondents 10 10 10 10
Total No. of Students 41 35 40 44

Figure 2. Data Sources: St. Augustine Institute of Pampanga, San Agustin, San Simon, Pampanga

The chart above represents the number of respondents each grade, 25% of respondents are chosen
for each grades.
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Survey Percentage Table 1.1

Figure 2.2 Data Sources: St. Augustine Institute of Pampanga, San Agustin, San Simon,

Genre Frequency Percentage

MOBA (Multiplayer Online


33/40 82.5%
Battle Arena).

RPG(Role Playing Games). 8/40 20%

Action 20/40 50%

Strategy 17/40 42.5%

Pampanga

The chart above represent the frequency and percentage of the respondents answer on the genres

of games they play the most. In the table the MOBA genre obtain the highest percentage with

82.5%, followed by Action genre with 50%, and then the Strategy genre with 42.5%, while the

RPG genre takes the last spot with only 20%.

The Respondents chose up to 1 - 3(max.) of the genre they play the most above.
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Survey Percentage Table 1.2

Frequency Frequency Frequency


Questions % % %
3(Always) 2(Sometimes) 1(Never)

1. Do you enjoy playing


26 65% 11 27.5% 3 7.5%
Mobile Games?

2. Do you spend real


money for a Mobile 9 22.5% 10 25% 21 52.5%
Game?

3. Do you get your


homework and chores 25 62.5% 10 27.5% 4 10%
done before playing
Mobile Games?

4. Do you think Mobile


Games affect the 2 5% 16 40% 22 55%
relationship with your
family and friends?

5. Do you play mobile


7 17.5% 21 52.5% 12 30%
games until midnight?

6. Have you ever lose


your temper while
5 12.5% 19 47.5% 16 40%
playing a Mobile
Game?

7. Do you think Mobile


Games affect your 8 7.5% 12 30% 25 62.5%
academic studies?
Figure 2.2 Data Sources: St. Augustine Institute of Pampanga, San Agustin, San Simon,
Pampanga

The chart above represent the frequency and percentage of the respondents answers in each
items.
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Percentage of Responses per Items

3(Always) 2(Sometimes) 1(Never)


100%
Hundreds

90%
Percentage of Responses
80%

70%

60%

50%

40%

30%

20%

10%

0%
Item 1 Item 2 Item 3 Item 4 Item 5 Item 6 Item 7
3(Always) 65% 22.5 62.5 5 17.5 12.5 7.5
2(Sometimes) 27.5 25 27.5 40 52.5 47.5 30
1(Never) 7.5 52.5 10 55 30 40 62.5

Figure 3. Data Sources: St. Augustine Institute of Pampanga, San Agustin, San Simon,
Pampanga

Oct, 2019

The chart above represents the percentage of the answers of the 40 randomly chosen Junior
High School respondents of the St. Augustine Institute of Pampanga, San Agustin, San Simon,
Pampanga.

It aims to present the different opinions of the respondents on each question.


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As what can be observed on the chart item no.1 which is “Do you enjoy playing Mobile Games?”
in the indicator “Always” obtained the highest percentage of 65% followed by the indicator
“Sometimes” with 27.5% while the indicator “Never” got the lowest percentage of 7.5%
Meanwhile, item no.2 which is “Do you spend real money for a Mobile Game?” the indicator
“Never” obtained the highest percentage of 52.5% followed by the indicator “Sometimes” with
25% while the indicator “Always” got the lowest percentage of 22.5% In item no.3 which is “Do
you get your homework and chores done before playing Mobile Games?” the indicator “Always”
obtained the highest percentage of 62.5% followed by the indicator “Sometimes” with 27.5%
while the indicator “Never” got the lowest percentage of 10%% And in item no.4 which is “Do
you think Mobile Games affect the relationship with your family and friends??” the indicator
“Never” obtained the highest percentage of 55%% followed by indicator “Sometimes” with 40%
while the indicator “Always” got the lowest percentage of 5% while in item no. 5 which is “Do
you play mobile games until midnight?” the indicator “Sometimes” obtained the highest
percentage of 52.5% followed by the indicator “Never” with 30% while the indicator “Always”
got the lowest percentage of 17,5% and while in item no. 6 which is “Have you ever lose your
temper while playing a Mobile Game?” the indicator “Sometimes” obtained the highest
percentage of 47.5% followed by the indicator “Never” with 40% while the indicator “Always”
got the lowest percentage of 12.5% And in the item no. 7 which is “Do you think Mobile Games
affect your academic studies?” the indicator “Never” obtained the highest percentage of 62%
followed by the indicator “Sometimes” with 30% while the indicator “Always” got the lowest
percentage of 7.5%
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Chapter V
SUMMARY OF FINDINGS, CONCLUSION AND RECOMMENDATIONS

This chapter presents the summary of the findings, conclusions and recommendations
based on the data analyzed in the previous chapter. This study was done to determine the negative
factors of mobile gaming in the academic performances of Junior High School Students at St.
Augustine Institute of Pampanga.

Summary of the Study


The focus of this study was to determine the negative effects of Mobile Games in the
Academic Performance of Junior High School Students of St. Augustine Institute of Pampanga.
The objectives of this study are

 To determine the genre of mobile games the Junior High School played the most
 To enhance the knowledge of the Students about the impacts of mobile gaming
 To help the teachers and parents on the finding ways to prevent or lessen its
negative effects
 To evaluate the negative factors of mobile games that affects the academic
performance of Junior High School Students at St. Augustine Institute of
Pampanga

The background of this study was done by studying the literature of previous researchers
and articles which aims to determine the negative effects of mobiles games. The background of
the research problem covers the gaming habits of the Junior High School Students and its effects
on their studies and behavior in school and home.

The literature study was done in chapter two on the research already conducted on the
negative effects of mobile games in other countries. Mobiles Games impacts on their daily lives
was also discussed.
The research approach used in this study was a quantitative.

The research population was the Junior High School Students of St. Augustine Institute of
Pampanga who have experienced playing mobile games in the past. The sampling method used in
this research was a simple random sampling method, as it was believed that the most
NEGATIVE EFFECTS OF MOBILE GAMES IN THE ACADEMIC PERFORMANCE OF 22
JUNIOR HIGH SCHOOL STUDENTS AT ST. AUGUSTINE INSTITUTE OF
PAMPANGA

important information to answer the research questions could be obtained from this sample. The
number of respondents who took part in this research was 40.

Questionnaires were distributed to the 40 Junior High School Students. The findings were
presented and discussed in chapter 4 by making use of frequency tables and charts.

Summary of the Findings


The study was conducted to determine the effects of online gaming towards academic
performance of the selected Students and its relationship.
After the data were tabulated, analyzed and interpreted the following findings emerged.

1. Mobile games commonly played


The findings revealed that the majority of the respondents namely 82.5% played MOBA
(Multiplayer Online Battle Arena) than other genre of mobile games, followed by Action
(Shooting Games) genre with 50%, The Strategy (ex. Clash of Clans) genre got 42.5%. Lastly
RPG (Role Playing Games) genre with only 20% of respondents plays.

2. Do the respondents enjoy playing Mobile Games?


It revealed that the majority of the Junior High School Students 82.5% Enjoyed playing mobile
games while others 27.5% only enjoyed it sometimes while the remaining respondents 7.5% never
enjoyed playing mobile games.

3. Do the respondents use real money for mobile games?


Majority of respondents 52.5% play mobile games without spending while some 25% spend
sometimes and the remaining respondents 22.5% always spend while playing mobile games.
NEGATIVE EFFECTS OF MOBILE GAMES IN THE ACADEMIC PERFORMANCE OF 23
JUNIOR HIGH SCHOOL STUDENTS AT ST. AUGUSTINE INSTITUTE OF
PAMPANGA

4. How does playing mobiles games affect the academic performance of the Students in
relation with:
4.1 Do the respondents do their homework and chores done before playing Mobile Games?
Majority of respondents 62.5% do their chores always before playing mobile games
followed by 27.5% sometimes do their chores and homework before playing mobile games,
lastly a few respondents 10.5% never do their chores and homework before playing mobile
games..

4.2 Do the respondents think that Mobile Games affects their relationship with their family
and friends?
Majority of respondents 55% states that mobiles games never affects their relationship
with family and friends while others 27.5% feels like mobile games is affecting the
relationship between them and their family while the remaining 10.5% have concluded that
mobiles games always affects the relationship between them and their family and friends.

4.3 Do the respondents think that Mobile Games affect their academic studies?
Majority of respondents 62.5% states that mobile games never affect their studies while
30% states that sometimes it affects their studies, only few respondents 7.5% thinks that it always
affects their studies.

1. Do the respondents ever lose their temper while playing a Mobile Game?
Majority of respondents 47.5% sometimes lose their temper while playing games while
some 40% states that they never lose temper while playing mobile games, a few respondents
12.5% are always losing temper while playing mobile games.

2. Do the respondents play mobile games until midnight?


Majority of respondents 52.5% sometimes stay up night while playing mobile games
followed by some 30% who never stay late at night playing mobile games while the remaining
12.5% are always playing mobile games until midnight.
NEGATIVE EFFECTS OF MOBILE GAMES IN THE ACADEMIC PERFORMANCE OF 24
JUNIOR HIGH SCHOOL STUDENTS AT ST. AUGUSTINE INSTITUTE OF
PAMPANGA

Conclusion

Based on the findings above, the researchers concluded that majority of the Junior High
School Students of St. Augustine Institute of Pampanga play the MOBA (Multiplayer Online
Battle Arena) genre games than the others namely Action (Shooting Games) genre, Strategy (ex.
Clash of Clans) genre and RPG (Role Playing Games) genre. Most of the respondents enjoyed
while playing mobile games, Also, without spending for in game items. Most of them never
thought mobile games had an effect on their relationship with their families and friends it may be
because majority of them also do their chores and homework before playing mobile games. Most
of them think that mobile games did not affect their academic studies. On the other hand most of
the respondents occasionally plays mobile games until midnights is not very healthy given that
they need to wake up early for their school the next day, Also, Most of them states that from time
to time they lose temper while playing mobile games which might open them from using profanity
in game, and getting a bad mood just by playing mobile games.
NEGATIVE EFFECTS OF MOBILE GAMES IN THE ACADEMIC PERFORMANCE OF 25
JUNIOR HIGH SCHOOL STUDENTS AT ST. AUGUSTINE INSTITUTE OF
PAMPANGA

Recommendation

Based on the findings and conclusions, the researchers hereby present the following
recommendations:

1. The researcher recommend for follow-up research could include the Negative Effects of Mobile
Gaming in the Academic Performance of Junior High School Students.

2. To the Future researchers they should also include a larger sample size not limited to only Junior
High School Students from one particular school/section.

3. To the Students they should know their limitation and consequences that they might get from
too much playing mobile games. They should priority first important things (e.g. doing home
works & household chores) they need to do before playing.

4. The Students should step away playing online games time to time. Sitting for long periods of
time to play a game is unhealthy. Mobile gaming should be done for fun, not for an unhealthy
obsessive reason.

5. Teachers and Parents should guide the Students in managing their time when it comes to playing
mobile games and their studies.

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